L L4D2node

InvokeMethodReverseOrder

0x00467d00 · 127 bytes · __regparm3

_ZL24InvokeMethodReverseOrderM11IGameSystemFvvE.constprop.37

Decompiled

undefined (1 param)

/* InvokeMethodReverseOrder(void (IGameSystem::*)()) [clone .constprop.37] */

void __regparm3 InvokeMethodReverseOrder(_func_void *param_1)

{
  int *piVar1;
  int *piVar2;
  _func_void *p_Var3;
  int iVar4;
  int iVar5;
  
  iVar4 = DAT_00f7cd98 + -1;
  iVar5 = iVar4 * 4;
  if (-1 < iVar4) {
    do {
      piVar2 = mdlcache;
      piVar1 = *(int **)(s_GameSystems + iVar5);
      (**(code **)(*mdlcache + 0x68))(mdlcache);
      p_Var3 = param_1;
      if (((uint)param_1 & 1) != 0) {
        p_Var3 = *(_func_void **)(param_1 + *piVar1 + -1);
      }
                    /* try { // try from 00467d62 to 00467d63 has its CatchHandler @ 00467d7f */
      (*p_Var3)(piVar1);
      iVar4 = iVar4 + -1;
      iVar5 = iVar5 + -4;
      (**(code **)(*piVar2 + 0x6c))(piVar2);
    } while (iVar4 != -1);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)